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Strategy Pattern | Set 2 (Implementation)

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We have discussed a fighter example and introduced Strategy Pattern in set 1.

Strategy Pattern | Set 1 (Introduction)

In this post, we apply Strategy Pattern to the Fighter Problem and discuss implementation.

The first step is to identify the behaviors that may vary across different classes in future and separate them from the rest. For our example let them be kick and jump behaviors. To separate these behaviors we will pull both methods out of Fighter class and create a new set of classes to represent each behavior.

fighter3

The Fighter class will now delegate its kick and jump behavior instead of using kick and jump methods defined in the Fighter class or its subclass.

fighter4

After reworking the final class diagram would be (Click on image for better view):
f1

 

Comparing our design to the definition of strategy pattern encapsulated kick and jump behaviors are two families of algorithms. And these algorithms are interchangeable as evident in implementation.

Below is the Java implementation of the same.

 




// Java program to demonstrate implementation of
// Strategy Pattern
  
// Abstract as you must have a specific fighter
abstract class Fighter
{
    KickBehavior kickBehavior;
    JumpBehavior jumpBehavior;
  
    public Fighter(KickBehavior kickBehavior,
                   JumpBehavior jumpBehavior)
    {
        this.jumpBehavior = jumpBehavior;
        this.kickBehavior = kickBehavior;
    }
    public void punch()
    {
        System.out.println("Default Punch");
    }
    public void kick()
    {
        // delegate to kick behavior
        kickBehavior.kick();
    }
    public void jump()
    {
  
        // delegate to jump behavior
        jumpBehavior.jump();
    }
    public void roll()
    {
        System.out.println("Default Roll");
    }
    public void setKickBehavior(KickBehavior kickBehavior)
    {
        this.kickBehavior = kickBehavior;
    }
    public void setJumpBehavior(JumpBehavior jumpBehavior)
    {
        this.jumpBehavior = jumpBehavior;
    }
    public abstract void display();
}
  
// Encapsulated kick behaviors
interface KickBehavior
{
    public void kick();
}
class LightningKick implements KickBehavior
{
    public void kick()
    {
        System.out.println("Lightning Kick");
    }
}
class TornadoKick implements KickBehavior
{
    public void kick()
    {
        System.out.println("Tornado Kick");
    }
}
  
// Encapsulated jump behaviors
interface JumpBehavior
{
    public void jump();
}
class ShortJump implements JumpBehavior
{
    public void jump()
    {
        System.out.println("Short Jump");
    }
}
class LongJump implements JumpBehavior
{
    public void jump()
    {
        System.out.println("Long Jump");
    }
}
  
// Characters
class Ryu extends Fighter
{
    public Ryu(KickBehavior kickBehavior,
               JumpBehavior jumpBehavior)
    {
        super(kickBehavior,jumpBehavior);
    }
    public void display()
    {
        System.out.println("Ryu");
    }
}
class Ken extends Fighter
{
    public Ken(KickBehavior kickBehavior,
               JumpBehavior jumpBehavior)
    {
        super(kickBehavior,jumpBehavior);
    }
    public void display()
    {
        System.out.println("Ken");
    }
}
class ChunLi extends Fighter
{
    public ChunLi(KickBehavior kickBehavior,
                  JumpBehavior jumpBehavior)
    {
        super(kickBehavior,jumpBehavior);
    }
    public void display()
    {
        System.out.println("ChunLi");
    }
}
  
// Driver class
class StreetFighter
{
    public static void main(String args[])
    {
        // let us make some behaviors first
        JumpBehavior shortJump = new ShortJump();
        JumpBehavior LongJump = new LongJump();
        KickBehavior tornadoKick = new TornadoKick();
  
        // Make a fighter with desired behaviors
        Fighter ken = new Ken(tornadoKick,shortJump);
        ken.display();
  
        // Test behaviors
        ken.punch();
        ken.kick();
        ken.jump();
  
        // Change behavior dynamically (algorithms are
        // interchangeable)
        ken.setJumpBehavior(LongJump);
        ken.jump();
    }
}

Output :

Ken
Default Punch
Tornado Kick
Short Jump
Long Jump

References:
Head First Design Patterns

This article is contributed by Sulabh Kumar. If you like GeeksforGeeks and would like to contribute, you can also write an article and mail your article to contribute@geeksforgeeks.org. See your article appearing on the GeeksforGeeks main page and help other Geeks.

Please write comments if you find anything incorrect, or you want to share more information about the topic discussed above


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Last Updated : 14 Feb, 2018
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